CERT AI MOD V.30 (03/27/09)

Have you fellas noticed that the enemy AI wingmen have no problem jumping you if you shoot their flight lead? This has happened to me no matter which AI version I use, be it this mod or the orignal game AI.
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I think I'm wrong. :?
The japanese pilots in Coral Sea missions don't jump because they didn't use parachutes earlier in the war. :mrgreen:
You can change this including UseParachutes=1 at the end of the conf.ini.
But it's not historically correct. :roll:
Sorry for that, guys. :oops:
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I was wondering since making the mod means you opened up and examined the AI coding... but it seems to me that the AI gets more ammunition for its guns than the player, after all we've seen AIs spewing tracers for quite awhile before they report that they've expended their ammunition.

If so, I'd much prefer it if they only had as much as a player. Perhaps the limited ammo could also be worked into the AI's decision of when to shoot or not. Rookies would tend to shoot at long ranges historically while aces tended to wait till they were in point blank range historically. If Ace AI waited till 150 meters or less to open fire they'd have enough ammo for multiple kills, whereas as rookie that opens up at 500 meters or more is more likely to expend all their ammo without scoring.

Just a thought. It's a great mod as far as I can tell, though it can be a bit difficult noticing the difference against lower-level opponents.
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Sweet finally i found an AI mod Big Grin thanks man ! 8)
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stellarmagic Wrote:I was wondering since making the mod means you opened up and examined the AI coding... but it seems to me that the AI gets more ammunition for its guns than the player, after all we've seen AIs spewing tracers for quite awhile before they report that they've expended their ammunition.

If so, I'd much prefer it if they only had as much as a player. Perhaps the limited ammo could also be worked into the AI's decision of when to shoot or not. Rookies would tend to shoot at long ranges historically while aces tended to wait till they were in point blank range historically. If Ace AI waited till 150 meters or less to open fire they'd have enough ammo for multiple kills, whereas as rookie that opens up at 500 meters or more is more likely to expend all their ammo without scoring.

Just a thought. It's a great mod as far as I can tell, though it can be a bit difficult noticing the difference against lower-level opponents.

+1 ..and bump: Certificate where are you? :roll:
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Is this compatible with 4.09m and JSME ?
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certificate,

Is there any way to fix the AI gunners so that they don't fire to the right when the enemy is on the left and vise versa?
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I am not sure, but it seems Certificate has abandoned the project... He hasn't written anything into this thread for very long time...

Some tweaking would be good..., e.g. that inability of AI to turn with you using lead turn (if you turn hard and bleed your energy, you get away from AI - always, you can out-turn Spits in 109's easily...this was in vanilla as well)..., but he's away...
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i hope he comes back i am a big fan of this MOD and it could do with a small update again :wink:
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I'm still kicking around. I'm getting the itch to take another crack at the AI too :lol: . I must be a sadist...

We'll see if I can get some free time over the holidays.
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woohoe that'll be awsomeSmile
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Folks, do you know if this is in UP1.8 or will be in 2.0?

Thanks....
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Spinnetti Wrote:Folks, do you know if this is in UP1.8 or will be in 2.0?

Thanks....

It's in both of them.
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PA_Willy Wrote:
Spinnetti Wrote:Folks, do you know if this is in UP1.8 or will be in 2.0?

Thanks....

It's in both of them.

Thanks.. one less mod to add Wink
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Any new news on this great mod and getting it to work with 4.09?
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